That's some good communication from whichever team you are fighting, pulling off a successful crowd control chain where you effectively shut a single player down for 33 seconds is pretty impressive. Their whole team is wasting a lot of time and effort to keep you in CC like this, your team should try and take advantage of that by putting pressure onto them so that they cannot continue the chain so effectively. Your team could also try interrupting the CC chain through use of stuns, interrupts or even CC of your own.

If a team is so focused on keeping you in such an effective CC chain for so long, then their attention is focused on that and you should take full advantage of this fact. Right now however we are content with how crowd control abilities are working, especially when you consider the trade-offs that are involved in their use such as high costs, cooldowns, cast times as well as the focus and communication that is required to maintain a successful CC chain. A key point to make is that we do not feel diminishing returns have been communicated and explained well enough and this is something that we would like to work on.

First and foremost I wanna tell you that your time on the PvP forums is appreciated. This is something we've all wanted for a long time and haven't received nearly enough of, so don't let it get to your skin if people feel a little bit neglected - because after all that's what we're trying to fix. :)

The CC chain that this guy gave is actually a bit of a bad example of why CC is !@#$ed up right now. What he did was list a CC chain which was already possible and which is actually quite painstaking to set up.

When the rest of us are talking about overpowered unstoppable CC we're talking about something like this baby:

Fist of JusticeMighty Bash whoever is close to pala and RepetanceBlinding LightInstant cycloneNS cyclone

Extend the game to a 3v3 (above was possible in both brackets) with ... oh I dunno a rogue:Redirect kidneySap

Cyclone the kill target, possibly twice

... guess what?

Fist of Justice the healer again and start over.

The annoying part of this chain is actually not how long it is - although it is way too long - but rather that almost every entry on it is instant. Warlocks take it completely over the edge with Blood Fear of course.

A general complaint about the game is that there's too much of everything right now.

Too much CCToo much healingToo much damageToo much burstToo much manaToo many offensive cooldowns allowing for CD stackingToo many defensive cooldowns allowing permanent healer survivalToo many buttons to keybind

You should probably consider looking at your classes and class designs and seeing which of your darlings you can kill. There's a lot of spells this game doesn't need and shouldn't have, and I mean A LOT.

Like I said when the expansion was in its early beta, MoP class design just has too much of everything, and CC is one of them. What you've done would be the equivalent to Microsoft adding the OS X GUI but still having their own explorer GUI, so you had two ways to do everything but they were all sitting on top of each other and interacting in annoying ways, not to mention taking up screenspace.

If you want a better overview of what you've actually done for at least 3 specs, here's an old post on the beta forums that Google was nice enough to preserve for me. Go take a look at it.

Ye thanks for reminding me, I did an arena game yesterday vs Warrior / Rdruid, I do not understand why they have fear now? :S So I'm a monk with no way to break CC, I get rooted 3 times, that's 8+4+2 = 14 seconds to start with.I then get Cycloned 6+3+1=10 seconds makes that 24 seconds straight away. Then I'll get mighty bashed so add 5 onto that it's 29 seconds.Then add that fear he now has, that's another 8 seconds making it 37 seconds from the druid alone, and by which time he can start rooting me again.

I know that's 2vs2, but it happens in 3vs3 too, and Bgs is even worse, they'll have a mage there to wrap me up in a RoF, poly, deepfreeze > dragonsbreath > poly again.

I think you really need to take a look at it seriously it's not fun in the slightest, heck I've actually minimized and loaded up MMO-C, Facebook and stuck on a song before while in a CC chain - and don't say they're hard to do. It's grounding, juking or Aura Mastery (whatever warlock one is) and cast away for 1.3 seconds is most of them. I've played plenty arena and I had every class at 85, leveled monk to 90 and I've played so many comps, it's not hard to CC at all.Please just look back on it for us blizz it's not fun when playing. My suggestion is to make the DR's more varied because it's not good >.<

I have a suggestion for... more of an alternative to current CC than a replacement (though some spells could be converted, most likely just for PVP!)

Instead of losing full control of your character for 7 seconds, working at "half speed" for 14 seconds could be more interesting. By half speed, I don't (just) mean a snare (optional), but a longer GCD and cast time. That way you can still -do- something, but the overall damage output is cut in approximately half... More of a 6.0 or 7.0 idea, ;)

That's some good communication from whichever team you are fighting, pulling off a successful crowd control chain where you effectively shut a single player down for 33 seconds is pretty impressive. Their whole team is wasting a lot of time and effort to keep you in CC like this, your team should try and take advantage of that by putting pressure onto them so that they cannot continue the chain so effectively. Your team could also try interrupting the CC chain through use of stuns, interrupts or even CC of your own.

If a team is so focused on keeping you in such an effective CC chain for so long, then their attention is focused on that and you should take full advantage of this fact. Right now however we are content with how crowd control abilities are working, especially when you consider the trade-offs that are involved in their use such as high costs, cooldowns, cast times as well as the focus and communication that is required to maintain a successful CC chain. A key point to make is that we do not feel diminishing returns have been communicated and explained well enough and this is something that we would like to work on.

Seriously? You're defending these ridiculous CC chains? It requires very little skill to chain these CCs.¨